Factorio 1.1.72 (build 60222, linux64, steam)
Operating system: Linux (Debian testing)
Factorio starts with a small-ish window, which it always has.
On attempting to maximize the factorio window, the program becomes unresponsive.
Resizing the window by dragging the edge or corner does not hang.
1 ...
Search found 34 matches
- Sat Nov 26, 2022 12:59 am
- Forum: Pending
- Topic: [1.1.72] Hang on maximizing window
- Replies: 1
- Views: 990
- Sun Mar 03, 2019 12:23 pm
- Forum: Not a bug
- Topic: [0.17.4] Zooming with mouse wheel scales then snaps to grid
- Replies: 3
- Views: 1327
[0.17.4] Zooming with mouse wheel scales then snaps to grid
Zooming in the sandbox scenario, with the mouse wheel, away from the center. Appears to animate the zoom first, then snaps to the grid. Giving the game an annoying wobble.
- Sun Mar 03, 2019 12:07 pm
- Forum: Not a bug
- Topic: [0.17.4] Car becomes item on ground if mined with full player inventory
- Replies: 6
- Views: 2169
Re: [0.17.4] Car becomes item on ground if mined with full player inventory
Doesn't sound like a bug to me. This happens with everything else you try to mine.
- Fri Mar 01, 2019 9:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.x] Blueprint editing doesn't highlight entity under the mouse cursor
- Replies: 1
- Views: 976
[0.17.x] Blueprint editing doesn't highlight entity under the mouse cursor
Editing a blueprint that must be scaled to fit on screen, doesn't always highlight the entity under the mouse cursor.
(Linux / Debian 4k / 200% UI scaling...)
blueprint_hittest.png
Is the transform used to display the blueprint *exactly* the same as the transform used to translate mouse ...
(Linux / Debian 4k / 200% UI scaling...)
blueprint_hittest.png
Is the transform used to display the blueprint *exactly* the same as the transform used to translate mouse ...
- Wed Jun 20, 2018 4:28 am
- Forum: Ideas and Suggestions
- Topic: Train path penalty reduction for "same" station
- Replies: 0
- Views: 850
Train path penalty reduction for "same" station
Tweaking path penalties is obviously a delicate process. But I've noticed a few situations where it might be useful to tweak the values.
The penalty for a train sitting around can grow without limit, exceeding any attempt to control traffic flow with circuit conditions. This is probably desirable ...
The penalty for a train sitting around can grow without limit, exceeding any attempt to control traffic flow with circuit conditions. This is probably desirable ...
- Fri Jun 08, 2018 2:01 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 74263
Re: Friday Facts #246 - The GUI update (Part 3)
To join the chorus, the preview should start with just what is currently called the player "Starting Area". Perhaps with zoom in/out buttons to generate more of the map.
When I'm starting a game (and I've started far more than I'd like to admit), I want to know that there is enough of everything ...
When I'm starting a game (and I've started far more than I'd like to admit), I want to know that there is enough of everything ...
- Thu May 10, 2018 11:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
- Replies: 9
- Views: 7738
Re: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
Or did I misunderstand what you meant?
I assumed you were saying that everything would be fixed when the rail signal changed, did you mean that everything would be fixed when the circuit condition "signal" changed?
That would actually explain the behaviour I've seen, where only some of my rail ...
I assumed you were saying that everything would be fixed when the rail signal changed, did you mean that everything would be fixed when the circuit condition "signal" changed?
That would actually explain the behaviour I've seen, where only some of my rail ...
- Thu May 10, 2018 1:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
- Replies: 9
- Views: 7738
Re: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
Fixed for 0.16.42.
The error is *only* as long as the signal stays the same. It fixes itself the first time the signal changes, but still, it is a bug.
Thanks for the report.
Hmmm, I'm not certain this is true, or there's something else that needs to be fixed too. I swear I've seen a constant ...
The error is *only* as long as the signal stays the same. It fixes itself the first time the signal changes, but still, it is a bug.
Thanks for the report.
Hmmm, I'm not certain this is true, or there's something else that needs to be fixed too. I swear I've seen a constant ...
- Wed May 09, 2018 4:08 am
- Forum: Show your Creations
- Topic: A simple way to insert 1 fuel cell into each reactor
- Replies: 2
- Views: 12641
Re: A simple way to insert 1 fuel cell into each reactor
The simplest way to control fuel use is to only take the previous spent fuel out when you are running out of steam, and only insert fuel while you are taking spent fuel out. This trivially limits the maximum number of fuel cells in the reactor to one.
Make sure you have less steam engines ...
Make sure you have less steam engines ...
- Sat May 05, 2018 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
- Replies: 9
- Views: 7738
Re: [0.16.41] Circuit controlled train signals not converted properly
I also made a small reproducer;
- Fri May 04, 2018 1:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 19201
Re: [0.16.40] Train signals no longer working
I suspect the .41 map loading fix is dependent on construction order. I have a lot of blueprinted signals with conditions, some of which may have been constructed in a different order.
- Thu May 03, 2018 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 19201
Re: [0.16.40] Train signals no longer working
Some, but not all, of my circuit conditions are broken after the 16.41 upgrade.
- Thu May 03, 2018 12:27 pm
- Forum: Releases
- Topic: Version 0.16.41
- Replies: 28
- Views: 24454
Re: Version 0.16.41
Migrated from 39 to 41, many but not all of my signals have circuit conditions that aren't being applied after the upgrade.
- Sat Apr 21, 2018 1:48 pm
- Forum: Railway Setups
- Topic: Making trains stop faster.
- Replies: 12
- Views: 9713
Re: Making trains stop faster.
Use a circuit condition to close a signal, trains then stop on a dime.
- Sat Feb 10, 2018 8:29 am
- Forum: Ideas and Suggestions
- Topic: Decreasing the Sync Time of Steam - Optimization
- Replies: 3
- Views: 2118
Re: Decreasing the Sync Time of Steam - Optimization
The only way to reduce sync time, is to reduce save game size.
Saves are already zipped, which should give reasonable compression. A custom compression routine might be able to do better. But would add complexity to the game, adding another potential source of bugs. And take time to build, time ...
Saves are already zipped, which should give reasonable compression. A custom compression routine might be able to do better. But would add complexity to the game, adding another potential source of bugs. And take time to build, time ...
- Mon Feb 05, 2018 1:48 pm
- Forum: Show your Creations
- Topic: Factorio TIC-TAC-TOE
- Replies: 1
- Views: 2765
Re: Factorio TIC-TAC-TOE
There's probably a way to drastically simplify your circuitry by using bit-wise operators, eg AND.
If you say that each board position is 2^N. With a single constant generator you can emit all the winning board positions; A=7, B=56 etc
Then I think you can AND the winning positions against both ...
If you say that each board position is 2^N. With a single constant generator you can emit all the winning board positions; A=7, B=56 etc
Then I think you can AND the winning positions against both ...
- Sat Jan 13, 2018 1:51 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482673
Re: Friday Facts #225 - Bots versus belts (part 2)
Adding my own 0.02c.
I think a type of requestor chest should be available much earlier than yellow science. Perhaps with only one stack of storage and one kind of request.
Most of the bases I build use belts for basic materials, and have dense spaces where most useful things are produced.
But ...
I think a type of requestor chest should be available much earlier than yellow science. Perhaps with only one stack of storage and one kind of request.
Most of the bases I build use belts for basic materials, and have dense spaces where most useful things are produced.
But ...
- Sat Dec 23, 2017 12:19 pm
- Forum: General discussion
- Topic: Belt compression in 0.16
- Replies: 22
- Views: 25758
Re: Belt compression in 0.16
Start with a compressed yellow belt and you don't seem to need circuit conditions. Though only every 3rd inserter does anything...
viewtopic.php?f=7&t=54627&start=60#p326885
viewtopic.php?f=7&t=54627&start=60#p326885
- Sat Dec 23, 2017 10:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 69738
Re: [16.0] Sideloading works completely different now
This trick also works with blue belts (non functioning inserters removed to make the picture clearer);
- Sat Dec 23, 2017 10:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 69738
Re: [16.0] Sideloading works completely different now
I know there's a lot of weirdness due to belt optimisation changes. I just found something quite odd.....
Screenshot from 2017-12-23 20-52-56.png
(All inserters set to only drop one item)
The three end inserters will always compress the yellow belt, not surprising since the red belt can easily ...
Screenshot from 2017-12-23 20-52-56.png
(All inserters set to only drop one item)
The three end inserters will always compress the yellow belt, not surprising since the red belt can easily ...